12" 12 3+ 5 A rare few Lord-Vigilants earn the trust and companionship of a Morrgryph, a creature sacred to the Bleak Raven. Their riders usually wield a long-hafted glaive for the reach it provides from their high saddle and its devastating power on the charge. | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
| Hallowed Glaive [Charge (+1 Damage)] | |||||||
| Hallowed Glaive Charge (+1 Damage) | 5 | 3+ | 3+ | 1 | 2 | ||
| Morrgryph’s Talons [Companion] | |||||||
| Morrgryph’s Talons Companion | 6 | 4+ | 2+ | 2 | 2 | ||
Once Per Turn (Army), Reaction: This unit was picked as the target of a non-CORE ability |
Once Per Turn (Army), Your Hero Phase |
Once Per Turn (Army), Any Charge Phase |
| KEYWORDS | RAMPAGE |
KEYWORDS | HERO, MONSTER, FLY |
| ORDER, STORMCAST ETERNALS, RUINATION CHAMBER |
| Q: | Can I use the ‘Ruination Chamber’ ability to react to enemy abilities that target a friendly unit with that ability if that ability takes place outside of the regular turn sequence (e.g. a Deployment Phase ability)? |
| A: | Yes. |
| Q: | If I use the ‘Ruination Chamber’ ability to react to an ability that targets multiple units and/or has multiple effects (e.g. ‘Power Through’), and the roll is successful, should my opponent still resolve the parts of the ability that affect other units? |
| A: | Yes. The ‘Ruination Chamber’ ability only allows you to ignore the effect of that ability on that unit; it does not stop the effect from being resolved for other units. |
The ORDER keyword is used in the following Stormcast Eternals warscrolls:
The STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:
The WARRIOR CHAMBER keyword is used in the following Stormcast Eternals warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
The HERO keyword is used in the following Stormcast Eternals warscrolls:
The MONSTER keyword is used in the following Stormcast Eternals warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |
The FLY keyword is used in the following Stormcast Eternals warscrolls:
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The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:
The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:
End of Any Turn | 1 |
| KEYWORDS | MOVE |
| Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control. | ||
| ||
| There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||
| Q: | Can I use an ability that allows a friendly unit that does not have STRIKE-FIRST to fight immediately after a friendly unit that has STRIKE-FIRST if there are one or more enemy units with STRIKE-FIRST that have not yet been picked to fight? |
| A: | No. As mentioned in the sidebar next to 19.0, abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST constraints, so you cannot pick a unit that does not have STRIKE-FIRST to fight until all other units that have STRIKE-FIRST have fought. |
| Q: | If a friendly unit is the only unit that has STRIKE-FIRST on the battlefield and it has an ability that allows a friendly unit to fight immediately after it, in what order would units be picked to fight? |
| A: | If you are the active player, the unit that has STRIKE-FIRST would fight first, then you could use the ability to allow another friendly unit to fight immediately after it, and then you would pick the next unit to fight (i.e. three friendly units would fight back to back). If your opponent is the active player, the unit that has STRIKE-FIRST would fight first, you could still use the ability to allow another friendly unit to fight, and then your opponent would pick the next unit to fight. |
| Q: | In the combat phase, if all eligible non-STRIKE‑LAST units have used a FIGHT ability, which player gets to pick the first STRIKE-LAST unit to fight? |
| A: | The alternating sequence of picking units to use a FIGHT ability would continue and so the player who did not pick the last non-STRIKE-LAST unit would get to pick the first eligible STRIKE-LAST unit in their army to use a FIGHT ability. |
The non-HERO RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:
The non-MONSTER HERO keyword is used in the following Stormcast Eternals warscrolls: